The future of Tokamak

Blitz3D Forums/Blitz3D Userlibs/The future of Tokamak

I just want to inform every user of Tokamak that it's future looks very dark.
The Tokamak-team seems to have abandoned the project completely and even the webhost can't reach any of the team-members.
The tokamaksite will probably shut down during this year.
Read this thread...
http://www.tokamakphysics.com/phpbb/viewtopic.php?t=688

So I suggest that you try to find some other physicsengine.

Here is a list of good alternatives...

*** Free for commercial & non-commercial use ***
Open dynamics engine (ODE)
www.ode.org

Newton
www.newtondynamics.com

*** Free for non-commercial use ***
Novodex
www.novodex.com

True Axis (New physicsengine which looks very promising)
www.trueaxis.com

*** Commercial ***
Havok (You can afford it if you sell your car & house)
www.havok.com

A shame...

Also Meqon is a very good seeming commercial engine.

Is there any full Newton Wrapper for Blitz3d? Should i make one?

@KuRiX. No, and you should.

Its a shame Tokamak has died. :(

erm... maybe a stupid question... but even though the members of the tokamak team have iven upon it and won't be upgrading it... we can still use what they have left for us in comercial games freely, right?


erm... maybe a stupid question... but even though the members of the tokamak team have iven upon it and won't be upgrading it... we can still use what they have left for us in comercial games freely, right?


I suppose so, but don't forget that if you run into some major bug that you can't find a workaround for you'll probably get stuck.

Tokamak in it's current state can be used for several things.
The "newtonian parts" are working ok, but the collision and collision response could have been better.
You could of course handle the collision and response yourself but that is very tricky to do.

Tokamak 2 is coming in 2004!

Wow, True Axis looks good.

True Axis? This one?

http://www.trueaxis.com/

Yeah. I am talking to the author. He says on the forum he is thinking about an indy commercial license.

True Axis demos ran well. I liked the high speed and ragdoll tests. Seems to have the right stuff for game building.

I'll continue with ODE till something better comes along.
That something maybe True Axis and it's swept collisions.

Somebody is always building a better mouse trap.

It's unbelievable, but the author of Tokamak has returned. He's made an announcement that he's going to make an announcement about the future of Tokamak.

New version released today! :-)

pfew-

D.

Yep, It's supposed to have fixed the bug with bodies sinking through geometry.

THEY DID IT, THEY DID IT :)

Sweenie I love you and I love your wrapper :)

Do you remember some time ago I had a code where a box
was simply going through everything and jumping at
the edges...
This is the same code and if you run it with the new 1.21
it works really better, there is just a minor problem to
stop the box from moving but there is NO more going through
geometry and no more crazy jumping :)

Thanks again for the great wrapper !!!

Graphics3D 640,480,16,2

Const FPS=60

AmbientLight 50,50,50

l=CreateLight(2)
	PositionEntity l,-5,5,-5
	LightRange l,15

cam=CreateCamera()
	PositionEntity cam,0,3,-8

;TOKA
TOKSIM_CreateSimulator(0,-10,0)


;Anim bodie:
ab_vis=CreateMesh()

ab=TOKAB_Create()
	geo=TOKAB_AddBox(ab,10,.5,10)
	vis=CreateCube():ScaleMesh vis,5,.25,5:AddMesh vis,ab_vis:FreeEntity vis

	TOKAB_UpdateBoundingInfo ab

ab=TOKAB_Create()
	geo=TOKAB_AddBox(ab,2,6,10)
		TOKGEOM_SetPositionAndRotation geo,2,3,0,0,0,0
	vis=CreateCube():ScaleMesh vis,1,3,5:PositionMesh vis,2,3,0:AddMesh vis,ab_vis:FreeEntity vis

	TOKAB_UpdateBoundingInfo ab

ab=TOKAB_Create()
	geo=TOKAB_AddBox(ab,2,2,10)
		TOKGEOM_SetPositionAndRotation geo,-2,1,0,0,0,0
	vis=CreateCube():ScaleMesh vis,1,1,5:PositionMesh vis,-2,1,0:AddMesh vis,ab_vis:FreeEntity vis

	TOKAB_UpdateBoundingInfo ab

;Rigid bodie:
rb_vis=CreateCube()
	ScaleMesh rb_vis,1.5,1,1.5
	EntityColor rb_vis,255,0,0

rb=TOKRB_Create()
	TOKRB_AddBox rb,3,2,3
	TOKRB_SetPosition rb,-.75,4,0

	TOKRB_SetLinearDamping rb,.002
	TOKRB_SetAngularDamping rb,.01

	TOKRB_SetMass rb,5
	TOKRB_SetBoxInertiaTensor rb,3,2,3,5

	TOKRB_UpdateBoundingInfo rb

;_------------------------------	



period=1000/FPS
time=MilliSecs()-period

While Not KeyDown(1)

	;------ FPS Counter ----------
	fps_count=fps_count+1:fps_timer=fps_timer+(MilliSecs()-fps_millis):fps_millis=MilliSecs()
	If fps_timer>1000:fps_timer=0:fpsc=fps_count:fps_count=0:EndIf
	;---------------------------------------

	Repeat
		elapsed=MilliSecs()-time
	Until elapsed
	;how many 'frames' have elapsed	
	ticks=elapsed/period
	;fractional remainder
	tween#=Float(elapsed Mod period)/Float(period)

	For k=1 To ticks
		time=time+period
		If k=ticks Then CaptureWorld


		If KeyHit(57)
		TOKRB_SetPosition rb,-.75,4,0
		TOKRB_SetRotation rb,0,0,0
		EndIf

		If KeyHit(17) w=Not w WireFrame w


		If KeyDown(200) MoveEntity cam,0,0,.1
		If KeyDown(208) MoveEntity cam,0,0,-.1
		If KeyDown(203) MoveEntity cam,-.1,0,0
		If KeyDown(205) MoveEntity cam,.1,0,0
		TurnEntity cam,MouseYSpeed()/12.0,-MouseXSpeed()/12.0,0
		RotateEntity cam,EntityPitch(cam),EntityYaw(cam),0
		MoveMouse GraphicsWidth()/2,GraphicsHeight()/2
	

		TOKSIM_Advance(1.5/FPS,3)
	
		UpdateWorld


		PositionEntity rb_vis,TOKRB_GetX(rb),TOKRB_GetY(rb),TOKRB_GetZ(rb)
		RotateEntity rb_vis,TOKRB_GetPitch(rb),TOKRB_GetYaw(rb),TOKRB_GetRoll(rb)
	Next
	

	RenderWorld tween
	
	Text 20,20,"Hit Space to reset"
	Text 20,35,"W to wireframe"
	
	Text 10,50,"FPS: "+fpsc
	Flip
Wend

TOKSIM_DestroySimulator()

MoveMouse 400,300:End

;---------------------------


Paolo.

Yay.


Nooo!
My old tokamak space flight thingy test was probably not working because of that bug. I must have deleted it though :(

Sweenie,

Are you going to continue Wrapping Tokamak now?

Regards,
Eric

Not alot to continue with yet is there? ;) he said he would wrap the new function, so i guess that means he will :)